Double bladed scythe (can become kunai with chain, 20/30 range)
Arcane focus (orb)
scholar's pack
Leather armor
sickle
cool cup (it has flames on it, very rad)
The Darkness of Nature (stick with a rock tied to it)(quarterstaff)
Itia holy symbol
Itia symbol has flowers that sprout from the sides when Kattua looks at it.
Bracelet with emblem from the choker that did time travel (emblem is wave, shield, and a clock)
6 rations
Studded Leather
Weaver's Tools
A coin with Azol grinning on one side and frowning on the other
Suit(Accented with red, rose motif over heart.)
Catto
Blue Eyes Flaming Dragon: Lizardgon card
Contract with Zai
sweemsuit
bedroll
Flask from Reilly
Thieves' Tools
Cello (It's body the colour of a deep ebony. Along the body appear white engravings of the symbols of both Itia and Dishonour, engraved in such a way that they intertwine with each other as vines wrap along the edges of the body. At the bottom lies a coin, Azol's smiling face looking up from it at the two symbols.)
Title Token
Dice from Azol!
Debil skull
Golden d6 with a caricature of Azol's face replacing the 6 face - Spell Focus
Genie Lamp
Bejeweled Key
3 prolonged greater healing pots, 100% first, 75% next etc.
Magic Items
Hellish Sash
Wondrous - Major Uncommon - Exclusive Attunement (Fiend Pact) - Belt
This sash is a deep pink that glimmers with what almost appears like hot coals from behind the fabric without producing any heat. As well once tied the ends of the sash appear to be moving in slow and mesmerizing flames.
Dark One’s Shield. From the ability from Azol you begin to shape with the aid of this sash in order to help others rather than burn a path in battle. As a reaction you can expend a use of Dark One’s Blessing to defend an ally as they are getting hit within 30 feet of you. The shield takes the amount that your Dark One’s Blessing would deal plus your Charisma modifier for the attack this defends. The target that has this shield on them reflects the fire damage for any attacks that hit them until the start of your next turn.
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Blades of Disrupted Harmony
Double Bladed ‘Scimitar’ - Weapon - Divine - Cursed - Growth
On one half of the scythes the handle is made of wood, with depictions of foxes and symbolism of Itia upon it. The handle resembles a white fox tail, sharpened into a point at its tip. On the other half the handle is black with red glowing runes running across it. The blade is an opaque red and the symbol of Dishonour appears glowing bright red on this half when called upon. They can be pulled apart to reveal a chain connecting them. The chain is a gradient from a wood material to ebony links.
The Touch of the Gods. The power from the deities that are within this weapon bring an extra burst to each of your strikes. When you wield this weapon you pick either Radiant or Necrotic in which to add 1d4 of that instance of damage for each attack.
Nature’s Touch. This weapon is first and foremost that of Itia and such gives a close touch to the nature that is around you. When you are taking a short rest with your party you can take your time to commune with this weapon and bring for the Fox Spirit that is tied within it. Each party member that gives headpats or nose boops to the Fox is given a free reroll of any one d20 roll they make until it is either used or goes away at the start of a long rest.
The New Ideas Sown. For unknown reasons Dishonor has taken root within this weapon and gives those that wield it a new understanding of the power that they wield. This weapon embeds new information to those that open themselves to it, thus after a long rest you gain proficiency in any one tool. This last until the next long rest where you pick which tool proficiency you might want which can be the same one as before.
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Battle Tux - Chest
Your AC equals 13 + your Dexterity modifier.
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Thread Between Worlds
Cloak (Back) - Epic - Attunement: Back Slot
After attuning to you the cloak has taken on a new appearance than what it appeared as on display. What once was a regal red has turned to a menacing black with small green vines weaving through the cloak, every so often sprouting a leaf embroidered into the soft cloth. The once soft fluff at the bottom is corrupted with an outside force as it transitions from yellow on top to orange and then red.
+2 Charisma that can go beyond Stat Cap
A Change of Heart. Locked Much of the time when confronted with a person with different ideals the choice is made in a way to simply remove the person. It is with those whose hearts are much larger that they choose to find out why someone might act the way they have and help them become better. To unlock this ability you must help an enemy/non-ally to see beyond their issues and become a better being. [0/3 Accomplished]
The Edge. Locked Sometimes it has to be about the flair of how someone displays their strength. For you it is simply a normal day, but now you must ascend to the edge that you need to become. To unlock this ability you must critically succeed on attack or skill checks while adventuring in meaningful ways. Depending on the situation you may get more than one point for a particularly edgy (and epic) scene. [3/20 Accomplished]
Duality. Locked We are not defined by the simple words that they speak but by the actions that they take. You are a person who defies the old boundaries that have existed, to bring together those that have not been allies either ever or have remained silent for much too long. Though this can pull a person in many conflicting directions as each entity has their own desires but in the end you remain strong in the presence of gods, patrons, and even your parents. To unlock this ability you must make the choice between different entities that you make the one you believe is right rather than the easy choice others might crumble to. [0/2 Accomplished]
To Be a Hero. Locked A hero isn’t someone that is simply born into the world to have the problems of the world thrust upon them to solve. But rather to find themselves in a world that is unforgiving and to come out of it still wanting to help those that are in need even if it puts them in danger. To unlock this ability you must risk your life to help those that cannot help themselves. [1/5 Accomplished]